| Aishe Kaleja |
Aishe has 10 bluff, 12 sense motive (w/familiar), to Jack's 5 bluff, 14 sense motive...probably going to work out best if she does it, assuming those skills might come in handy.
| Viviana Masters |
Worth noting that I'm back, but now have the flu. By all means start this challenge and I'll get through it asap, but will otherwise just have limited activity until I get well again.
GM Tyranius
|
Sorry been a busy couple of days. Wife is getting real close to having the baby.
Casting obvious spells on a contestant is extremely unsporting but you might be able to cast a spell on a competeing PC with a DC 20 Stealth check. Because of the stressful challenge and competitive nature you cannot take 10 on skill checks while competing.
Alright then which of you will be doing the first test? We need to see if ye are passable sailors and not just some "fancy jackets" who found yerselves in command of a crew. One of ye must swiftly climb to the top of that ship's foremast , unfurl and set the sail with no assistance before one of my crew does on the Mizzenmast. Tsadok says as he points to the nearby vessel. Oh and no flight magic either He says with a smile as his gold tooth glimers.
The ship has the name Stingray painted on the side.
1st-Competitors must climb 60 feet up the masts rigging requiring DC 10 climb checks for the first 45 feet and DC 15 for the upper 15 feet. (need 6 DC 10 checks and 2 DC 15 checks); Accelerate climbimg at a -5 modifier;
2nd- You must make your way across the yard which extends 30 feet out from both sides of the mast, untying the sail as you go. Moving along the yard is a DC 10 climb check or you can walk across the yard with a DC 15 Acrobatics (Dc 25 Acrobatics for full speed) The sail is tied to the yard at 4 locations (15 feet from the mast and 30 feet from the mast on both sides) Correctly unfurling without it snagging is a Dc 15 Profession (Sailor) at each one. So Basically need a climb check and then a Profession sailor check
For now we will just do the first part to streamline this a bit for PBP
Tsadok waves a man forward. This here be Haines. He will be who you are competing against. Haines looks to be a younger human male with sandy blond hair.
Within moments the crowd begins to usher onto the deck of the Stingray as the contestants take to their respective poles. As Tsadok gives the cue Haines begins to clamor up the pole with an intense speed.
Accelerated Climbing for Half speed DC 10: 1d20 + 12 - 5 ⇒ (7) + 12 - 5 = 14 Round 1- 15 feet
Accelerated Climbing for Half speed DC 10: 1d20 + 12 - 5 ⇒ (16) + 12 - 5 = 23 Round 2- 30 feet
Accelerated Climbing for Half speed DC 10: 1d20 + 12 - 5 ⇒ (14) + 12 - 5 = 21 Round 3- 45 feet
Not to take a risk Haines begins to slow down a little as he gets to the top.
Normal Climb 1/4 speed Dc 15: 1d20 + 12 ⇒ (19) + 12 = 31 Round 4- 52.5 feet
Normal Climb 1/4 speed Dc 15: 1d20 + 12 ⇒ (16) + 12 = 28 Round 5- 60 feet
We will need to keep track of the rounds to see who gets the task completed first. Once you are to the top we will go into the second part, so don't do the second part yet.
| Viviana Masters |
Viviana steps forward, and sizes up the man, giving him an appraising look before stepping up to her pole. At the cue, Viviana matches Haines speed with ease, not even slowing down near the top when her opponent does so, the red head not even struggling for breath as she lightly climbs up the pole.
Climb Half Speed: 1d20 + 13 - 5 ⇒ (19) + 13 - 5 = 27 Round 1- 15 feet
Climb Half Speed: 1d20 + 13 - 5 ⇒ (12) + 13 - 5 = 20 Round 2- 30 feet
Climb Half Speed: 1d20 + 13 - 5 ⇒ (14) + 13 - 5 = 22 Round 3- 45 feet
Climb Half Speed: 1d20 + 13 - 5 ⇒ (17) + 13 - 5 = 25 Round 4- 60 feet
I smoked him ^_^
Also, if its possible, I'd like to gain the use of the feat: Monkey Style as a swift action, unless it unduly hinders my climbing ability.
GM Tyranius
|
Holy crap yea you smoked him. Monkey style is fine.
You must make your way across the yard which extends 30 feet out from both sides of the mast, untying the sail as you go. Moving along the yard is a DC 10 climb check or you can walk across the yard with a DC 15 Acrobatics (Dc 25 Acrobatics for full speed) The sail is tied to the yard at 4 locations (15 feet from the mast and 30 feet from the mast on both sides) Correctly unfurling without it snagging is a Dc 15 Profession (Sailor) at each one. So Basically need a climb check and then a Profession sailor check
Haines looks back and is surprised that Viviana is already at the top of the mast.
Ok so basically Haines is 1 round ahead of you so to even this out give me 1 climb or acrobatics check and 1 Profession Sailor check and which spot you will be untying. This is a move action for the climb and a standard action for the untying the sail. There is the Outer left and Right zone and the Inner right and left zone.
Viviana: 1d20 + 10 ⇒ (9) + 10 = 19
Charles: 1d20 + 12 ⇒ (4) + 12 = 16
Jack: 1d20 + 10 ⇒ (7) + 10 = 17
Aishe: 1d20 + 10 ⇒ (17) + 10 = 27
Aishe: 1d20 + 10 ⇒ (19) + 10 = 29
| Viviana Masters |
Just a query, how is he one round ahead of me when I got to the top of the mast 1 round before him?
Acrobatics (Full Speed DC 25): 1d20 + 11 ⇒ (16) + 11 = 27
Profession Sailor: 1d20 + 13 ⇒ (7) + 13 = 20
Viviana seeks to press home her advantage, vaulting the length of the yard with astounding acrobatics and untying one part of the sail.
Since I'm abusing my full speed acrobatics, I'll untie any part of the sail thats 30 feet away and then head to the next closest one, ideally hoping to preserve easier checks on Profession Sailor if possible.
GM Tyranius
|
Yea sorry you are 1 round ahead of Haines
As Haines makes it to the top of the mast Viviana is already running along yard as she quickly unties the inner right knot.
Currently Round 5
Viviana- Untied Inner Right Knot
Haines- At Top of mast
I will hold off a little bit for the others
| Viviana Masters |
Assuming that I am following the layout correctly in my head, the next part of the sail to untie is currently 15 feet away from me, but if I untie that it increases the DC of my Profession checks by 5 due to the sail flapping. The next closest is 45(?) feet away from me, and the one beyond that is 60 feet away. Am I reading that right?
| Charles Beecroft |
Based on the description, think of it this way: There are 4 knots, each spaced 15' apart on a 60' line. Let's call them knots 1, 2, 3, and 4. You just undid knot 2 (inner right). Knot 1 (outer right) is 15' away. Knot 3 (inner left) is 15' away. Knot 4 (outer left) is 30' away.
GM Tyranius
|
Knot 4-----15 ft----Knot 3-----15 ft-----Knot 2------15 ft-----Knot 1---15 ft---Mast
Just waiting a little bit for Aishe otherwise something happens.
GM Tyranius
|
Yes you are on Knot #2. I'll tell you what I will keep this diagram up. My fault this is the way that it is supposed to look the book is kinda of bad with explanation on the first two events. The mast in the middle with two points on each side 15 feet apart from each other which would make it with your full movement untying Knot 1. So now if you were to untie knot 2 then the DC would increase by +5 for knot 3 and 4. The way they were talking about to avoid it was alternate the knots by Knot 1 to knot 3 or 4 then back to knot 2. So left side-right side-left side-right side.
Round 6Haimes scurries from his mast to the first inner left knot and attempts to untie it.
Accelerated Climb DC 10: 1d20 + 12 - 5 ⇒ (10) + 12 - 5 = 17
Profession Sailor DC 15: 1d20 + 10 ⇒ (18) + 10 = 28
Knot 4-----15 ft----Knot 3(Haines)-----15 ft-----Mast-----15 feet----Knot 2------15 ft-----Knot 1(Viviana)
Viviana done with Knot 1
Haimes done with Knot 3
| Viviana Masters |
I think I'll risk the upgraded DC. Doesn't feel right for being penalised by aceing an acrobatics roll and having it take longer than it would otherwise.
Climb (Accelerated): 1d20 + 13 ⇒ (3) + 13 = 16
Profession Check: 1d20 + 13 ⇒ (5) + 13 = 18
| Aishe Kaleja |
Aishe rushes the man, drawing her sap and pummeling him with it to keep him from finishing his nefarious action.
Swift action: Imbue sap (arcane strike)
Full-round action: Charge sailor, drawing sap
Attack (Sap, Power Attack, Charge): 1d20 + 7 - 2 + 2 ⇒ (16) + 7 - 2 + 2 = 23
Attack (Sap, Power Attack, Arcane Strike): 1d6 + 2 + 4 + 2 ⇒ (1) + 2 + 4 + 2 = 9
GM Tyranius
|
Not so much as being penalized for full speed. You will make it the further distance in a far easier time than he will moving at quarter-half speed.
Aishe drops and scurries along the rope and is able to untie knot # 2 Meanwhile on the opposite mast Haines also drops down and begins to crawl.
Climb Accelerated: 1d20 + 12 - 5 ⇒ (20) + 12 - 5 = 27
Round 7 He makes it back to the Mast as Viviana's sail begins to flop in the wind precariously. Viviana's Profession Sailor Dc is now increased by 5 to be a DC 20
Knot 4-----15 ft----Knot 3-----15 ft-----Mast (Haines) -----15 feet----Knot 2 (Viviana)------15 ft-----Knot 1
[ooc]Viviana done with Knot 1 and 2
Haimes done with Knot 3
Looking down Viviana sees Aishe slam through the crowd as she smacks her sap into the man messeing with the ropes.
Defending himself he pulls a dagger and cuts at the rope instead. The boom lets loose and swings around slamming into the foremasts rigging!
Viviana- Need a DC 20 Acrobatics to keep your balance. If you fail then I also need a DC 20 Reflex to catch the rigging or you fall.
Looking across it looks as if Viviana's sail is now caught and tangled in the lines. Increase Dc once again to 22 now
Party is up; bald sailor -9 non-lethal
| Aishe Kaleja |
I thought Viviana and Haines were on different masts? Also, kinda frustrated that cutting the rope for Viviana's boom was a standard action - how in the world could Aishe have prevented that?
GM Tyranius
|
They are on different masts. I just am using the diagram to show current position is all. It started as a standard action to untie then a full round action to undo the rope. Though if he is provoked he defends himself cutting the rope with a dagger. Only way I could tell would have been a straight grapple and go into a pin as he has plenty of HP.
| Viviana Masters |
Or a spell like Charm Person
Acrobatics: 1d20 + 11 ⇒ (8) + 11 = 19
Reflex: 1d20 + 6 ⇒ (20) + 6 = 26
Climb, Accelerated: 1d20 + 11 ⇒ (6) + 11 = 17
Viviana doesn't see the boom swinging in time, just losing her balance but still manages to lash out with a hand, catching herself before she falls. Going back to climbing, Viviana heads to the next knot.
GM Tyranius
|
Viviana quickly heads to the next knot as she makes it back to the mast. meanwhile Haines takes advantage of the distraction as he continues to clamor and untie the second knot.
Climb Accelerated DC 10: 1d20 + 12 - 5 ⇒ (3) + 12 - 5 = 10
Profession Sailor DC 15: 1d20 + 10 ⇒ (2) + 10 = 12
The pirates below gasp , holler and cheer as the booms strike nearly knocking Viviana to the deck below.
Round 8 Haines makes it to the knot but he seems to be having a bit of difficulty with it.
Knot 4-----15 ft----Knot 3-----15 ft-----Mast(Viviana) -----15 feet----Knot 2 (Haines)------15 ft-----Knot 1
Viviana done with Knot 1 and 2
Haimes done with Knot 3
| Viviana Masters |
Climb Accelerated DC 10: 1d20 + 13 - 5 ⇒ (11) + 13 - 5 = 19
Profession Sailor: 1d20 + 13 ⇒ (14) + 13 = 27
Viviana aces the next knot as she speeds across the rigging, catching a glance at Haimes back behind her, still struggling with his knot.
GM Tyranius
|
Viviana quickly undoes her third knot as Haines works on his second knot.
Profession Sailor DC 15: 1d20 + 10 ⇒ (1) + 10 = 11
Round 9 Though it still gives him troubles. He is beginning to look a bit worried.
Knot 4-----15 ft----Knot 3 (Viviana)-----15 ft-----Mast -----15 feet----Knot 2 (Haines)------15 ft-----Knot 1
Viviana done with Knot 1,2 and 3
Haimes done with Knot 3
| Viviana Masters |
Viviana moves skillfully moves across to the next knot and attempts to untie it.
Climb: 1d20 + 13 - 5 ⇒ (17) + 13 - 5 = 25
Profession: 1d20 + 13 ⇒ (8) + 13 = 21
I ACTIVATE MY TRAP, BESMARA's BLESSING (my trait that can only be used 1 a week), so I can reroll my Profession check.
Profession: 1d20 + 13 ⇒ (20) + 13 = 33
I WIN
| Viviana Masters |
| 1 person marked this as a favorite. |
Actually, I'm going to roleplay this one out.
Viviana drops lightly down from the mast, shaking her head sadly. "Disgraceful, after giving your man all the extra help he could get, he still lost every aspect of that test to a women that looks more like a whore than a pirate. Maybe I'll give the local brothel a call, it looks like you might have several employment openings on your ship after that pathetic display."
GM Tyranius
|
Holy Crap you smoked him
Haines retreats down the mast as he sees that Viviana has completed hers.
Tsadok smiles at her. Perhaps I will have to do that. He says as he glances at Haines.
Anyways the next test I will want to see how much talent and luck yer crew has. There has been a small table set up on yer aft deck. I just wish to wager a small game of Bastards Fool. I will explain the rules once we determine who I will be playing.
Jack the first test did not have anyone to bet though this one sure will
| Aishe Kaleja |
Aishe grins and gestures for Jack to continue. "Of course, Captain Jack; I wouldn't want to deprive you of your chance, and losing to me might just be too much for him."
GM - any chance I could send my familiar on the deck, unnoticed, to give our side an advantage? The Speak with Master ability, plus the message spell (70 minutes duration, cast on each member of the party, plus the familiar) and the monkey's 9 Int, I think it could suss out what I'm asking it to do?
GM Tyranius
|
Aishe-I would say that would be able to work Though I am going to need a DC 20 stealth check to cast the spell and release your familiar. Also you have to pass the message on with pointing and whispering which will also require a DC 20 stealth check each time.
Leading Jack to the deck Tsadok orders the rest of the crews and spectators to remain on the docks below so that all remains fair.
The game is simple Jack. Bastards Fools is played with a cobbled together deck of cards. It is more of a game of wit and bluff. Though here at Port Peril we have our own rule. The winner of each hand must drink a ration of gotburn rum. Each of us will wager 100 platinum pieces. I am assuming you have 100 platinum pieces or will we have to send yer woman out to fetch some for you The half-orc laughs loudly.
An older man clamors onto the deck as Tsadok sits with his back to the harbor. The dealer here will announce the cards and current wagers so that everyone knows we are playing true. Tsadok says with a sneer.
The dealer draws Tsadok's first card as Tsadok sets 1 PP on the table for the ante.
Round 1 Tsadok Opening Hand: 1d20 ⇒ 3
Tsadok -99 PP
Jack-100 PP
Pot 1 PP
Each hand, gamblers receive a starting hand
and place their initial bets. They may then discard some
of their cards and draw more to improve their hand,
and bet again. Once all bets are matched, the gamblers
reveal their cards and the best hand wins.
To simulate an actual game of Bastard’s Fool, each
player rolls dice, trying to get a score as close to 20 as
possible without going over. At the beginning of the
hand, each player pays an ante of 1 pp and secretly rolls
a d20, representing her starting hand. A round of
betting ensues (minimum bet is 1 pp; maximum
bet is a player’s entire stake, called “all in”). To
represent the discard and draw, each player
may then secretly roll another die of her
choice (d4, d6, d8, d10, d12, or d20) to
improve her score (the larger the die,
the more cards drawn). This is followed
by another round of betting. A player can
fold at any time instead of betting—in
this case, the opposing player wins
the hand. If the total of both dice is
20 or less, that is the gambler’s score.
If the total is over 20, the gambler’s
score is only the highest number
on a single die (representing
a poor draw). The highest
score wins the hand. On a tie,
no one wins. The pot remains
on the table, and a new hand
begins, with bets added to the
existing pot.
Participants may improve their position
using expertise, insight, misdirection, or
even legerdemain. A gambler can make
one of the following checks each hand (all DC 15): Bluff,
Profession (gambler), or Sense Motive. A successful check
adds +1 to the gambler’s score, with an additional +1 for
every 5 points over the DC (even if this pushes the gambler’s
final score over 20). A failed check reduces the gambler’s
score by 1, with an additional –1 for every 5 points under
the DC.
The gambling PC can also make a DC 20 Sleight of
Hand check to cheat and increase her score by 4 points,
but failing this check means Tsadok notices the attempt.
The first failure costs the PC her stake for that hand. If
the PC is caught cheating a second time, the game ends
and the PC fails the entire test.
Each time the PC wins a hand, she must a drink a
shot of rum. Each drink after the first requires a DC 10
Fortitude save (the DC increases by +1 for each additional
drink). The PC takes a –1 penalty on all skill checks for
each failed saving throw. Once the PC has consumed a
number of drinks equal to 1 plus double her Constitution
modifier, she is sickened (taking an additional –2 penalty
on skill checks) for 1 hour for each drink beyond this
maximum.
| Aishe Kaleja |
Well, the whispering is already a DC 25 perception to pick up (modified by distance, etc.) which would seem to cover the possibility that someone would notice, and there's nothing that says she can't walk away from the crowd to cast the spell - it's got a 170' range on it. Also, the way the spell is worded, it's unclear how precisely you need to point at the targets - the fact that it could theoretically go through two feet of wood, where you wouldn't be able to see the person anyway, makes me think it's not nearly as obvious as that. If she stood behind the crowd, 150' away from both the monkey and Jack, who would notice her casually pointing a couple of fingers in the general direction of the boat? That said, if this is still your ruling, then I don't think I'll chance it - no way Aishe would be able to reliably handle a DC 20 stealth check.
Also...it's a drinking game? Guess I shouldn't be surprised...and probably better that Jack be the one doing it, since his Fort save is so much better.
Aishe pulls Jack aside before he heads to the deck. "I wouldn't be too quick to win early on - no need to drink more than you need to, else he'll likely start betting high when you're too drunk to act smart. That, or you should bet high early, to finish this quickly."
GM Tyranius
|
Aishe- Nope that sounds good to me. Just wanted to see how you planned on pulling I off :)
Jack-Yes he also has to drink. So Jack has an 11 with the SM check
Jack is able to read Tsadok right off the bat seeing he doesn't have much to stand on.
Tsadok draws a few more cards
Round 1 Draw: 1d20 ⇒ 19
He is over so his score ends at 3
Tsadok grabs 4 more platinum pieces and tosses them onto the table.
I'll raise ye 4 pieces
Tsadok -95 PP
Jack-99 PP
Pot 6 PP
| Aishe Kaleja |
So, from your response, it sounds like Aishe could feasibly move away from the crowd, up to 170' away from Jack and where the monkey would go, and could send the monkey in to do the spying, bypassing the DC 20 Stealth roll each round? That said, if a Stealth roll is still required for the monkey to get into position, then I assume it's the same rules as for any familiar skill (i.e., use the wizard's skill ranks (1), plus the familiar's modifiers (+2 (Dex) +8 (Tiny))?
Stealth: 1d20 + 11 ⇒ (20) + 11 = 31 Well, I guess that'll work...
Aishe moves to the back of the crowd and quietly casts a spell out of earshot. She includes her fellow captains, as well as her familiar, so that they might all communicate together. "I'm sending in my familiar, Jack - we'll see if we can't get you some assistance in this..."
EDIT: So, GM, you're saying that because Tsadok rolled over 20 combined, his ending hand is a 3? Jack already automatically won, correct?
GM Tyranius
|
Aishe's familiar clamors around the outside of the ship with ease. Undetected by Tsadok and the rest of the crew as Jack draws a few more cards. Jack matches Tsadok's raise as he drops his cards to the table.
Yes Aishe, Jack did win but his character is unaware of what Tsadok actually has as the cards are hidden as in poker.
Tsadok drops his cards to the table as Jack clearly wins.
Round 2 Opening Hand Tsadok: 1d20 ⇒ 8
Tsadok -94 PP
Jack-104 PP
Pot 2 PP
| Jack Handsome |
Throwing one coin of his first win overboard for Lady Besmara Jack looks at his next hand, still concentrating on Tsadok.
Hand: 1d20 ⇒ 17
SM: 1d20 + 15 ⇒ (2) + 15 = 17
Sighing heavely he waits for tsadoks draw.
Bluff: 1d20 ⇒ 7
GM Tyranius
|
Jack- You are also able to raise and match as in poker at the Opening hand point and also at the draw more cards point.
Round 2 Draw Cards: 1d10 ⇒ 8 Total of 16
Tsadok throws a few more coins into the pot.
I will raise ye another 14 pieces. He sneers.
Tsadok -80 PP
Jack-104 PP
Pot 16 PP
I will also roll the third round here to help speed this up. You can go ahead and raise and match as you see fit. I know this is a little handwavy but this 'Test doesn't really fit into PbP very well as you can see the rolls but would be better in person with an actual deck of cards.
Round 3 Opening Hand: 1d20 ⇒ 5
| Jack Handsome |
Looking at his hand and at the table Jack smilingly draws another few cards. Throwing his 14 pieces and another 15 on the table he cooly remakes "Besmara favors the bold."
1d20 ⇒ 10
At the moment Jack has an 18 before the draw, but he wants them that he is reckless. At worst he has an 18, wich is a decent score.
I have to start after the first drink. This round I´ll start
Round 3
Fort: 1d20 + 7 ⇒ (14) + 7 = 21
After taking his swig of rum Jack coughs and remarks."By Caydens left ball, this one is strong!"
1d20 ⇒ 16
SenseM: 1d20 + 15 ⇒ (14) + 15 = 29
Total score 19
GM Tyranius
|
Tsadok matches Jacks bid as he lays his cards on the table. He frowns as he realizes he lost by two.
Yes it would seem so Jack.
Round 3 Draw
Round 3 draw: 1d20 ⇒ 11 +4 for the spoiler brings him to 19 also
I will raise ye 15 PP The half orc says with a sneer.
Tsadok -49 PP
Jack-135 PP
Pot 17 PP